Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.5.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.5.4

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by Prox the Mighty at level 3 on the 77th Pyre 122nd year of Ascendancy at 16:29
Killed by storm drake hatchling at level 7 on the 4th Mirth 122nd year of Ascendancy at 16:53
Killed by Neroma the ghoul at level 13 on the 73rd Dusk 122nd year of Ascendancy at 22:27
Killed by rogue at level 30 on the 43rd Regrowth 124th year of Ascendancy at 06:31
Killed by dread at level 32 on the 28th Dusk 124th year of Ascendancy at 10:41

1 / 5

Antimagic

Follower

Primary Stats

Strength

60 (base 60)

Dexterity

25 (base 17)

Constitution

13 (base 11)

Magic

15 (base 10)

Willpower

81 (base 60)

Cunning

30 (base 10)

Resources

Life

920/920

Stamina

370/370

Equilibrium

0

Healing Factor

1.2945901639344

Regeneration

2.783368852459

Speed

Mental

+12.02863780959%

Attack

+12.02863780959%

Movement

-52.894039369253%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

6

Infravision

16.901847946486

See Stealth

26.446758763835

See Invisible

32.446758763835

ESP Range

10

ESP Kinds

demon/minor, demon/major

Offense: Mainhand

Damage

119

Accuracy

47

Crit Chance

34%

APR

9

Speed

0.89

Offense: Spell

Spellpower

7.5

Crit Chance

10%

Speed

1

Offense: Mind

Mindpower

49

Crit Chance

22%

Speed

0.89262890235232

Offense: Damage Bonus

Acid

+12%

Nature

+4%

Lightning

+12%

Cold

+12%

Physical

+12%

Fire

+12%

All

0%

Offense: Damage Penetration

Lightning

+24%

Acid

+24%

Temporal

+10%

Darkness

+10%

Physical

+24%

Cold

+24%

Fire

+34%

Defense: Base

Armour (hardiness)

23.413408721349 (66.666666666667%)

Defense

29

Ranged Defense

33

Fatigue

9

Physical Save

35

Spell Save

40

Mental Save

43

Defense: Resistances

Acid

+ 3%( 70%)

Physical

+ 8%( 70%)

Cold

+ 17%( 70%)

All

0%( 70%)

Lightning

+ 7%( 70%)

Temporal

+ 15%( 70%)

Darkness

+ 12%( 70%)

Fire

+ 3%( 70%)

Nature

+ 3%( 70%)

Defense: Immunities

Stun Resistance

39%

Pinning Resistance

27%

Knockback Resistance

100%

Fear Resistance

60%

Disarm Resistance

29%

Instadeath Resistance

100%

Blind Resistance

9%

Inscriptions (3/3)

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns.

Also removes cross-tier effects of the affected types for free.

Infusion: Wild

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 616% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Willpower stat.

Effective talent level: 0.0Use mode: PassiveDescription: You revel in the death of your foes, regaining 0.0 stamina with each death you cause.

Unending Frenzy

0/5

Technique / Combat techniques

1.00

Effective talent level: 2.0Use mode: ActivatedStamina cost: 24Range: 7Cooldown: 30Travel Speed: instantaneousUsage Speed: Weapon (89% of a turn)Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Effective talent level: 5.2Use mode: ActivatedEquilibrium cost: 10Range: 10Cooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: You transform into pure lightning, moving 762% faster for 4 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Levels in Lightning Speed additionally raises your Movement Speed by 41%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%.

Lightning Speed

4/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Generate an electrical field around you in a radius of 0. Any creature caught inside will lose up to 3.7% of its current life (2.5% if the target is Elite or Rare, 1.8% if the target is a Unique or Boss, and 1.5% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 11.32 lightning damage afterwards, regardless of target rank.
Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
Each point in storm drake talents also increases your lightning resistance by 1%.

Static Field

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 14Range: melee/personalCooldown: 15Travel Speed: 400% of baseUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 7.13 lightning damage.
When it reaches its target, it explodes in a radius of 0 for 13.08 lightning damage and 13.08 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 1 turns. The blast will ignore the talent user.
The tornado will last for 1 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%.

Tornado

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You breathe lightning in a frontal cone of radius 2. Any target caught in the area will take 12.50 to 37.51 lightning damage, and have a 22% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%.

Lightning Breath

0/5

Wild-gift / Cold drake aspect

1.30

Effective talent level: 5.2Use mode: ActivatedEquilibrium cost: 3Range: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 233% weapon damage as Ice damage in a cone of 3. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%.

Ice Claw

4/5

Effective talent level: 1.3Use mode: SustainedSustain equilibrium cost: 10Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 3% and your Armour by 8.
You also deal 22.18 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower.

Icy Skin

1/5

Effective talent level: 3.9Use mode: ActivatedEquilibrium cost: 10Range: 10Cooldown: 17Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Summons an icy wall of 5 length for 7 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 8.19 damage for each ice wall within radius 1 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%.

Ice Wall

3/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You breathe ice in a frontal cone of radius 2. Any target caught in the area will take 28.70 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%.

Ice Breath

0/5

Wild-gift / Fire drake aspect

1.30

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You summon a powerful gust of wind, knocking back your foes within a radius of 1 up to 3 tiles away and damaging them for 110% weapon damage.
Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%.

Wing Buffet

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 8Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 0.
The sound wave is so strong, your foes also take 19.94 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%.

Bellowing Roar

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 6Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Spit a cloud of flames, doing 3.94 fire damage in a radius of 0 each turn for 2 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%.

Devouring Flame

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You breathe fire in a frontal cone of radius 2. Any target caught in the area will take 36.48 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.

Fire Breath

0/5

Wild-gift / Sand drake aspect

1.30

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 4Range: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Attack the target for 263% Nature weapon damage.
If the attack brings your target below 28% life or kills it, you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
The chance to swallow depends on your talent level and the relative size of the target.
Levels in Swallow additionally raises your Physical and Mental critical rate by 12%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Swallow

5/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 4Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You slam the ground, shaking the area around you in a radius of 2.
Creatures caught by the quake will be damaged for 171% weapon damage, and knocked back up to 3 tiles away.
The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Quake

1/5

Effective talent level: 5.2Use mode: ActivatedEquilibrium cost: 15Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Allows you to burrow into earthen walls for 7 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 29 of target armor and 15% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Burrow

4/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You breathe sand in a frontal cone of radius 2. Any target caught in the area will take 27.65 physical damage, and will be blinded for 2 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Sand Breath

0/5

Technique / Shield offense

1.10

Effective talent level: 0.0Use mode: ActivatedStamina cost: 8.7Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Shield (107% of a turn)Description: Hits the target with two shield strikes, doing 100% and 120% shield damage. If it hits a second time, it stuns the target for 1 turns.
The stun chance increases with your Accuracy and your Strength.

Shield Pummel

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Improves your ability to perform counterstrikes after blocks in the following ways:
Allows counterstrikes after incomplete blocks.
Increases the duration of the counterstrike debuff on attackers by 0 turn.
Increases the number of counterstrikes you can perform on a target while they're vulnerable by 0.
Increases the crit chance of counterstrikes by 12%. This increase scales with your Dexterity.

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 211% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals 181.92 of that damage to enemies in radius 4, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 12%.

Prismatic Slash

5/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You breathe crippling poison in a frontal cone of radius 5. Any target caught in the area will take 32.72 nature damage each turn for 6 turns.
The poison also gives enemies a 11% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%.

Venomous Breath

1/5

Effective talent level: 1.3Use mode: PassiveDescription: You have the mental prowess of a Wyrm.
Your Cunning is increased by 2, and your breath attack cooldowns are reduced by 2.
You gain 21% knockback resistance, and your blindness and stun resistances are increased by 9%.

Wyrmic Guile

1/5

Effective talent level: 6.5Use mode: PassiveDescription: You have gained the full power of the multihued dragon, and have become both resistant and attuned to physical, fire, cold, lightning and acid damage.
Your resistance to these elements is increased by 3.0% and all damage you deal with them is increased by 11.9% with 24.5% resistance penetration.

Effective talent level: 1.1Use mode: ActivatedStamina cost: 17.4Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Weapon (89% of a turn)Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 122% weapon damage.
If you failed to move the damage is instead 61%.

Fearless Cleave

1/5

Effective talent level: 3.3Use mode: ActivatedStamina cost: 32.7Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (89% of a turn)Description: Spin around, extending your weapon and damaging all targets around you for 197% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 76% damage over 5 turns

Death Dance

3/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 27.3Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (89% of a turn)Description: Takes advantage of a wounded foe to perform a killing strike. This attack is an automatic critical hit that does 1.0% extra weapon damage for each % of life the target is below maximum.
(A victim with 30% remaining life (70% damaged) would take 170.0% weapon damage.)

Execution

0/5

Wild-gift / Venom drake aspect

1.30

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 3Range: 4Cooldown: 8Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Spray forth a glob of acidic moisture at your enemy.
The target will take 18.55 Mindpower-based acid damage.
Enemies struck have a 25% chance to be Disarmed for three turns, as their weapon is rendered useless by an acid coating.
At Talent Level 5, this becomes a piercing line of acid.
Every level in Acidic Spray additionally raises your Mindpower by 4, passively.
Each point in acid drake talents also increases your acid resistance by 1%.

Acidic Spray

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Exhale a mist of lingering acid, dealing 4.63 acid damage that can critical in a radius of 1 each turn for 6 turns.
Enemies in this mist will be corroded for 1 turns, lowering their Accuracy, their Armour and their Defense by 1.
The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
Each point in acid drake talents also increases your acid resistance by 1%.

Corrosive Mist

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 10% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%.

Dissolve

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: You breathe acid in a frontal cone of radius 2. Any target caught in the area will take 29.75 acid damage.
Enemies caught in the acid have a 22% chance of their weapons becoming useless for three turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower.
Each point in acid drake talents also increases your acid resistance by 1%.

Corrosive Breath

0/5

Generic Talents

Wild-gift / Call of the wild

1.20

Effective talent level: 1.2Use mode: SustainedRange: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Meditate on your link with Nature.
While meditating, you regenerate 8 equilibrium per turn, your Mental Save is increased by 21, and your healing factor increases by 18%.
Your deep meditation does not, however, let you deal damage correctly, reducing the damage you and your summons deal by 50%.
Also, any time you are resting (even with Meditation not sustained) you enter a simple meditative state that lets you regenerate 0.50 equilibrium per turn.
The effects will increase with your Mindpower.

Meditation

1/5

Effective talent level: 1.2Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Touch a target (or yourself) to infuse it with Nature, healing it for 210 (this heal does not work on undead).
The amount healed will increase with your Mindpower.

Nature's Touch

1/5

Effective talent level: 1.2Use mode: ActivatedEquilibrium cost: 3Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Using your connection to Nature, you can see your surrounding area in a radius of 7.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3.

Effective talent level: 1.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 5 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 26, and you gain the ability to detect traps (+19 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by 10%.
In addition your knowledge of devices allows you to disarm known traps (21 disarm 'power', improves with Cunning).

Device Mastery

1/5

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 17 for 4 turns.
The radius will increase with your Cunning.

Track

1/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Wild-gift / Harmony

1.10

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: The waters of life flow through you, purifying any poisons or diseases currently affecting you.
For 4 turns, all poisons and diseases will heal you instead of damaging you.
When activated, it also heals you for 4 life for each disease or poison you have.
The healing per disease/poison will increase with your Willpower.

Waters of Life

0/5

Effective talent level: 0.0Use mode: SustainedSustain equilibrium cost: 20Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: Befriend the natural elements that constitute nature. Each time you are hit by one of the elements, you gain a special effect for 6 turns. This can only happen every 6 turns.
Fire: +7% global speed
Cold: +3 Armour
Lightning: +0 to all stats
Acid: +5.00 life regen
Nature: +5% to all resists

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 24Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: A wave of natural energies flow around you in a radius of 0. All creatures in the area will be affected by the Healing Nexus effect for 2 turns.
On you, this effect causes each heal received to restore 5 equilibrium and be 123% effective.
On other creatures, all healing is intercepted and redirected to you at 23% efficiency.
Only direct healing (not normal regeneration) is affected.

Effective talent level: 1.1Use mode: PassiveDescription: Improve your fungus to allow it to take a part of any healing you receive and improve it.
Each time you are healed, you get a regeneration effect for 6 turns that heals you for 42% of the direct heal you received.
The effect will increase with your Mindpower.

Fungal Growth

1/5

Effective talent level: 1.1Use mode: PassiveDescription: Your fungus can reach into the primordial ages of the world, granting you ancient instincts.
Each time a regeneration effect is used on you, you gain 66% of a turn.
Also, regeneration effects on you will decrease your equilibrium by 1.1 each turn.
The turn gain increases with your Mindpower.

Ancestral Life

1/5

Effective talent level: 1.1Use mode: ActivatedEquilibrium cost: 22Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift and a mind powerDescription: A wave of energy passes through your fungus, making it release immediate healing energies on you, healing you for 610% of your current life regeneration rate.

Sudden Growth

1/5

Wild-gift / Antimagic

1.00

Effective talent level: 5.0Use mode: PassiveDescription: You stand in the way of magical damage. That which does not kill you will make you stronger.
Each time you are hit by non-physical, non-mind damage, you get a 29% resistance to that element for 7 turns.
If Antimagic Shield is not active, you also absorb part of the impact and use it to fuel your own powers, decreasing your equilibrium and increasing your stamina by 1.64 each hit.
At level 5 you absorb even if Antimagic Shield is active.
The effects will increase with your Mindpower or Physical power (whichever is greater).

Resolve

5/5

Effective talent level: 1.0Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Let out a burst of sound that silences for 3 turns all those affected in a radius of 5, including the user.
For each creature affected your equilibrium is reduced by 5 (up to 5 times).
The silence chance will increase with your Mindpower or Physical power (whichever is greater).

Aura of Silence

1/5

Effective talent level: 5.0Use mode: SustainedSustain equilibrium cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Surround yourself with a shield that will absorb at most 78 non-physical, non-mind element damage per attack.
Each time damage is absorbed by the shield, your equilibrium increases by 1 for every 30 points of damage and a check is made. If the check fails, the shield will crumble and Antimagic Shield will go on cooldown.
Each creature whose attack on you is absorbed or reduced by the shield also takes a backlash dealing 43.02 manaburn damage (see description in the Mana Clash talent), this may only happen up to 10 times per turn and each time the damage is reduced by 25%.
The damage the shield can absorb will increase with your Mindpower or Physical power (whichever is greater).

Antimagic Shield

5/5

Effective talent level: 5.0Use mode: ActivatedEquilibrium gain: 15Range: 10Cooldown: 8Travel Speed: instantaneousUsage Speed: Mind (89% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Drain 381 mana, 190 vim, 95 positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
The damage done is equal to 100% of the mana drained, 200% of the vim drained, or 400% of the positive or negative energy drained, whichever is higher. This effect is called a manaburn.
In addition, for 9 turns all your attacks also do 15% manaburn damage.
The effect will increase with your Mindpower or Physical power (whichever is greater).

Effective talent level: 3.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 6, Armour hardiness by 37%, and reduces the chance melee or ranged attacks critically hit you by 9% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 5.0Use mode: PassiveDescription: Increases Physical Power by 50, and increases weapon damage by 50% when using swords, axes or maces.

Weapons Mastery

5/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

detrimental effect

There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.

Zero Gravity

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs and left for dead.
They asked about the staff and stole it from you.Go at once to Last Hope to report those events!

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

active

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.
You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.
You have laid Celia to rest, putting an end to her gruesome experiments.

And now for a grave

done

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You failed to protect the injured seer from death by thief.

Escort: injured seer (level 2 of Ruins of Kor'Pul)

failed

You successfully escorted the injured seer to the recall portal on level 3 of Trollmire.
As a reward you improved Willpower by +1.

Escort: injured seer (level 3 of Trollmire)

done

You abandoned injured seer to death.

Escort: injured seer (level 7 of Dreadfell)

failed

You abandoned lost anorithil to death.

Escort: lost anorithil (level 3 of Dreadfell)

failed

You abandoned lost anorithil to death.

Escort: lost anorithil (level 5 of Dreadfell)

failed

You abandoned lost sun paladin to death.

Escort: lost sun paladin (level 1 of Dreadfell)

failed

You abandoned lost sun paladin to death.

Escort: lost sun paladin (level 2 of Dreadfell)

failed

You abandoned lost sun paladin to death.

Escort: lost sun paladin (level 4 of Old Forest)

failed

You abandoned lost sun paladin to death.

Escort: lost sun paladin (level 8 of Dreadfell)

failed

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge fire dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Possessed.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have unlocked the training room.* You have unlocked the hall of reflections.* You have upgraded your rod of recall to transport you to the fortress.* You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process.

The fortress's current energy level is: 75.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed vampire lord fang. * You've found the needed bear paw.
Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed black mamba head. * You've found the needed red crystal shard.Agrimley the hermit has completed an elixir of focus without your aid.You have aided Ungrol of Last Hope in creating an elixir of foundations.

The Brotherhood of Alchemists

active

You have been invited to join a group called the Ziguranth, dedicated to opposing magic.

The Curse of Magic

done

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
3 lumberjacks have died.

The beast within

done

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

active

You have found a slavers' compound and entered it.

You decided to join the slavers and take part in their game. You won the ring of blood!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

When wielded/worn:
Defense: +8 (+4 eff.)
Changes stats: +6 Cun / +8 Wil
Talent mastery: +0.20 Cursed / Fears
Fear immunity: +60%
Mindpower: +16 (+6 eff.)It can be used to activate talent Instill Fear (costing 17 power out of 45/45) :Effective talent level: 2.4Power cost: 17 out of 45/45.Range: 8Travel Speed: instantaneousIs: a mind powerDescription: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears.
You gain 2 new fears: The Paranoid effect gives the target an 25% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 18%.
Fear effects improve with your Mindpower.

This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you.

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

enveloping cashmere cloak (9 def, 0 armour)

Around neck

Earthen Beads
Infused by nature0.10 Encumbrance.

[Unique]
Type: jewelry / amulet ; tier 2

When wielded/worn:
Changes stats: +4 Wil
Damage affinity(heal): +15% nature
Life regen: +0.20
Mindpower: +5 (+2 eff.)Enhances the effectiveness of Meditation by 20%It can be used to activate talent Nature's Touch (costing 36 power out of 16/40) :Effective talent level: 2.4Power cost: 36 out of 16/40.Range: melee/personalTravel Speed: instantaneousIs: a nature gift and a mind powerDescription: Touch a target (or yourself) to infuse it with Nature, healing it for 278 (this heal does not work on undead).
The amount healed will increase with your Mindpower.

This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 29Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase three of your primary stats by 5 for 8 turns.
While Heroism is active, you will only die when reaching -194 life.
It will always increase your three highest stats.
If your life is below 0 when this effect wears off it will be set to 1.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 149 life over 5 turns.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 51) for 3 turns.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 6Cooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Inflicts 474.00 temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 25 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 180.16 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 38 vs. physical save).
The surge of natural acids will remove one detrimental magical effect from you.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to become invisible (power 11) for 6 turns.
As you become invisible you fade out of phase with reality, all your damage is reduced by 40%.

Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 373 damage for 7 turns.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 661 damage for 5 turns.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 27Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 23) for 12 turns.
Your mind will become more receptive for 12 turns, allowing you to sense any undead around.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

vision rune of the psychic (radius 9; dur 12; see undead)

Sealed Scroll of Last Hope0.10 Encumbrance.

[Unique]
Type: scroll / scroll

It can be used to open the seal and read the message.

Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.

When wielded/worn:
Vim per kill: +4.00
Maximum souls: +3.00
Spellpower: +5 (+2 eff.)
Spell crit. chance: +5%It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 22 power out of 24/24.

Rogroth's mouth happened to be about the same size as your waist. Interesting.

When wielded/worn:
Armour: +4
Defense: +15 (+7 eff.)
Fatigue: +3%
Activating this item is instant.It can be used to activate talent Evasion, placing all other charms into a 27 cooldown :Effective talent level: 3.0Power cost: 27 out of 30/30.Range: melee/personalTravel Speed: instantaneousDescription: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 13 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

pair of iron boots 'Camohir' (0 def, 3 armour)

Wyrmbreath (0 def, 4 armour)
Infused by nature1.00 Encumbrance.

[Unique]
Type: armor / hands ; tier 2

When wielded/worn:
Armour: +4
Changes stats: +5 Wil
Changes resistances: +18% fire / +10% darkness / +10% nature
Changes damage: +10% fireIt can be used to activate talent Fire Breath (costing 22 power out of 24/24) :Effective talent level: 2.6Power cost: 22 out of 24/24.Range: melee/personalTravel Speed: instantaneousIs: a nature gift and a mind powerDescription: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 224.79 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.

These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.

When wielded/worn:
Armour: +6
Defense: +3 (+1 eff.)
Fatigue: +4%
Changes stats: +3 Con / +10 Wil
Changes resistances: +8% physical
Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control
Mindpower: +5 (+2 eff.)
Activating this item is instant.It can be used to activate talent Indomitable (costing 54 power out of 60/60) :Effective talent level: 1.0Power cost: 54 out of 60/60.Range: melee/personalTravel Speed: instantaneousDescription: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years.
Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns.

This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos.

It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (2/2)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 85 for 7 turns, putting all charms on cooldown for 18 turns.
When used:
100% chance to regenerate 6 psi.

It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 18 turns.
When used:
100% chance to regenerate 3 psi.

When wielded/worn:
Talent cooldown: Silence (-1 turn)
Talent granted: +2 Silence It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns.

Home sweet homeDispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Venia Black Breath the Cornac Wyrmic level 1724th Regrowth 123rd year of Ascendancy at 08:51see stats

Level 10Got a character to level 10.
By Venia Black Breath the Cornac Wyrmic level 105th Flare 122nd year of Ascendancy at 13:00see stats

Level 20Got a character to level 20.
By Venia Black Breath the Cornac Wyrmic level 2011st Pyre 123rd year of Ascendancy at 21:50see stats

Level 30Got a character to level 30.
By Venia Black Breath the Cornac Wyrmic level 3037th Regrowth 124th year of Ascendancy at 23:32see stats

Rescuer of the lostRescued the merchant from the assassin lord.
By Venia Black Breath the Cornac Wyrmic level 1453rd Haze 122nd year of Ascendancy at 15:22see stats

Size mattersDid over 600 damage in one attack.
By Venia Black Breath the Cornac Wyrmic level 1515th Regrowth 123rd year of Ascendancy at 07:05see stats

That was closeKilled your target while having only 1 life left.
By Venia Black Breath the Cornac Wyrmic level 2412nd Haze 123rd year of Ascendancy at 23:38see stats